View Full Version : Wipe out sieges?
Hi to all
there is a way (by script, by cheat, by modding) to force each siege to be a normale battle? I love battle but I hate sieges!
Thank you
I thought about ascript that have to act in this way:
IF [character turn start] & [isbesieged] & [besieging army is local]
then it could be moved the garrison out of the city or sally fort.
The problem is that I cannot find a way to translate this in correct RTW language
Dol Guldur
04-13-2007, 11:51
Well, you could remove all walls from the game ;)
Thank you Dol
mmh. yes I can, but dont' you know if there is a command that move the garrisoned troops out of the town? like move_character
There is an engage_armies command, but it requires you to specify the names of the characters commanding the two armies. Unfortunately, inside a script you don't have access to the names of characters in the game.
There really is no way to do exactly what you want. You can keep all walls in the game permanently breached (console_command SETTLEMENTNAME breach) via script, but DG's suggestion probably comes closest to what you'd like to do.
Ah! I've got an idea, if I use the "control" cheat?
I control the besieged faction just to pull these damned garrison out of the city and after I retake control of mine!
I'm using EB 0.81, do you know if this way can damage the background script or the campaign?
If you're playing factionA and use "control factionB" the remainder of factionA's turn will be turned over to the AI. When factionB's turn starts you'll have control of factionB. Again, as soon as you use "control factionA", the AI will complete factionB's turn. So if you move the army out of its settlement, there is a good chance that it will move right back in unless you expend all of its movement. Whether or not this actually happens, I can't say.
Doing this in EB will probably screw up some special events executed by script and may upset some of the financial assistance given to the AI.
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